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luanti/src/server/unit_sao.h

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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
// Copyright (C) 2013-2020 Minetest core developers & community
#pragma once
#include "object_properties.h"
#include "serveractiveobject.h"
#include <quaternion.h>
#include "util/numeric.h"
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class UnitSAO : public ServerActiveObject
{
public:
UnitSAO(ServerEnvironment *env, v3f pos);
virtual ~UnitSAO() = default;
u16 getHP() const override { return m_hp; }
// Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; }
// Rotation
void setRotation(v3f rotation) { m_rotation = rotation; }
const v3f &getRotation() const { return m_rotation; }
const v3f getTotalRotation() const {
// This replicates what happens clientside serverside
core::matrix4 rot;
setPitchYawRoll(rot, -m_rotation);
v3f res;
// First rotate by m_rotation, then rotate by the automatic rotate yaw
(core::quaternion(v3f(0, -m_rotation_add_yaw * core::DEGTORAD, 0))
* core::quaternion(rot.getRotationDegrees() * core::DEGTORAD))
.toEuler(res);
return res * core::RADTODEG;
}
v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
// Deprecated
f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; }
// Armor groups
inline bool isImmortal() const
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{
return itemgroup_get(getArmorGroups(), "immortal");
}
void setArmorGroups(const ItemGroupList &armor_groups) override;
const ItemGroupList &getArmorGroups() const override;
// Animation
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend,
bool frame_loop) override;
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
bool *frame_loop) override;
void setAnimationSpeed(float frame_speed) override;
// Bone position
void setBoneOverride(const std::string &bone, const BoneOverride &props) override;
BoneOverride getBoneOverride(const std::string &bone) override;
const std::unordered_map<std::string, BoneOverride>
&getBoneOverrides() const override { return m_bone_override; };
// Attachments
ServerActiveObject *getParent() const override;
inline bool isAttached() const { return m_attachment_parent_id != 0; }
void setAttachment(object_t parent_id, const std::string &bone, v3f position,
v3f rotation, bool force_visible) override;
void getAttachment(object_t *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const override;
void clearChildAttachments() override;
void addAttachmentChild(object_t child_id) override;
void removeAttachmentChild(object_t child_id) override;
const std::unordered_set<object_t> &getAttachmentChildIds() const override {
return m_attachment_child_ids;
}
// Object properties
ObjectProperties *accessObjectProperties() override;
void notifyObjectPropertiesModified() override;
void sendOutdatedData();
// Update packets
std::string generateUpdateAttachmentCommand() const;
std::string generateUpdateAnimationSpeedCommand() const;
std::string generateUpdateAnimationCommand() const;
std::string generateUpdateArmorGroupsCommand() const;
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static std::string generateUpdatePositionCommand(const v3f &position,
const v3f &velocity, const v3f &acceleration, const v3f &rotation,
bool do_interpolate, bool is_movement_end, f32 update_interval);
std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
static std::string generateUpdateBoneOverrideCommand(
const std::string &bone, const BoneOverride &props);
void sendPunchCommand();
protected:
u16 m_hp = 1;
v3f m_rotation;
f32 m_rotation_add_yaw = 0;
ItemGroupList m_armor_groups;
// Object properties
bool m_properties_sent = true;
ObjectProperties m_prop;
// Stores position and rotation for each bone name
std::unordered_map<std::string, BoneOverride> m_bone_override;
object_t m_attachment_parent_id = 0;
void clearAnyAttachments();
virtual void onMarkedForDeactivation() override {
ServerActiveObject::onMarkedForDeactivation();
clearAnyAttachments();
}
virtual void onMarkedForRemoval() override {
ServerActiveObject::onMarkedForRemoval();
clearAnyAttachments();
}
private:
void onAttach(ServerActiveObject *parent);
void onDetach(ServerActiveObject *parent);
std::string generatePunchCommand(u16 result_hp) const;
// Used to detect nested calls to setAttachments(), which can happen due to
// Lua callbacks
u8 m_attachment_call_counter = 0;
// Armor groups
bool m_armor_groups_sent = false;
// Animation
v2f m_animation_range;
float m_animation_speed = 0.0f;
float m_animation_blend = 0.0f;
bool m_animation_loop = true;
bool m_animation_sent = false;
bool m_animation_speed_sent = false;
// Bone positions
bool m_bone_override_sent = false;
// Attachments
std::unordered_set<object_t> m_attachment_child_ids;
std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent = false;
bool m_force_visible = false;
};